GodotWIP/src/playerD/Player.tscn

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[gd_scene load_steps=126 format=2]
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[ext_resource path="res://src/components/Health_Component.tscn" type="PackedScene" id=7]
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[ext_resource path="res://src/playerD/states/roll.gd" type="Script" id=14]
[ext_resource path="res://src/state_animated_actor.gd" type="Script" id=15]
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} ]
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extents = Vector2( 12, 16 )
[node name="Player" instance=ExtResource( 1 )]
script = ExtResource( 3 )
actor_type = "Player"
player_number = 1
[node name="AnimatedSprite" parent="." index="0"]
position = Vector2( -1, -51 )
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animation = "idle_shoot"
frame = 2
flip_h = false
__meta__ = {
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"layer": "",
"o_ex_p": "_+",
"o_folder": "res://assets",
"o_name": "",
"only_visible": true,
"op_exp": true,
"slice": "",
"source": "D:/Sync/Assets/Library/Mega.ase"
}
}
[node name="movement_component" parent="." index="2"]
script = ExtResource( 2 )
player_number = 1
[node name="movement_state_machine" parent="." index="3"]
debug_state_machine = true
[node name="idle" parent="movement_state_machine" index="0"]
script = ExtResource( 4 )
move_speed = 1.0
animation_sequence = [ "idle" ]
jump_node = NodePath("../jump")
attack_node = NodePath("../attack")
dash_node = NodePath("../dash")
roll_node = NodePath("../roll")
[node name="fall" parent="movement_state_machine" index="1"]
script = ExtResource( 6 )
move_speed = 90.0
animation_sequence = [ "jump" ]
landing_node = NodePath("landing")
[node name="landing" type="Node" parent="movement_state_machine/fall" index="0"]
script = ExtResource( 9 )
animation_name = "jump"
modifier_type = "Exit Animation"
starting_frame = 6
pre_append_animation = true
[node name="move" parent="movement_state_machine" index="2"]
script = ExtResource( 5 )
move_speed = 90.0
animation_sequence = [ "step", "run" ]
jump_node = NodePath("../jump")
attack_node = NodePath("../attack")
[node name="jump" type="Node" parent="movement_state_machine" index="3"]
script = ExtResource( 8 )
move_speed = 90.0
animation_sequence = [ "jump" ]
idle_node = NodePath("../idle")
fall_node = NodePath("../fall")
attack_node = NodePath("../attack")
landing_node = NodePath("../fall/landing")
jump_force = 250.0
[node name="attack" type="Node" parent="movement_state_machine" index="4"]
script = ExtResource( 10 )
timeout_seconds = 2.0
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idle_node = NodePath("../idle")
fall_node = NodePath("../fall")
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draw_weapon_node = NodePath("draw_weapon")
[node name="draw_weapon" type="Node" parent="movement_state_machine/attack" index="0"]
script = ExtResource( 9 )
animation_name = "_shoot"
modifier_type = "Animation Suffix"
timeout_seconds = 2.2
animation_suffix = true
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timeout_seconds = 2.0
move_speed = -10.0
animation_sequence = [ "hurt" ]
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[node name="dash" type="Node" parent="movement_state_machine" index="6"]
script = ExtResource( 11 )
move_speed = 90.0
move_speed_modifier = 120.0
move_speed_modifier_decay = -300.0
animation_sequence = [ "dash" ]
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idle_node = NodePath("../idle")
attack_node = NodePath("../attack")
jump_node = NodePath("../jump")
[node name="roll" type="Node" parent="movement_state_machine" index="7"]
script = ExtResource( 14 )
move_speed = 50.0
animation_sequence = [ "roll" ]
emitter_frame_subscriptions = {
2: "roll"
}
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idle_node = NodePath("../idle")
[node name="die" type="Node" parent="movement_state_machine" index="8"]
script = ExtResource( 15 )
[node name="Hurtbox_Component" parent="." index="4"]
collision_layer = 16
collision_mask = 128
hurtbox_entered_function = "hit_Receiver"
[node name="CollisionShape2D" parent="Hurtbox_Component" index="0"]
position = Vector2( 0, -2 )
shape = SubResource( 89 )
[node name="Health_Component" parent="." index="6" instance=ExtResource( 7 )]
max_health = 100
[node name="Gun" type="Position2D" parent="." index="7"]
physics_interpolation_mode = 1
position = Vector2( 23, -9 )
script = ExtResource( 13 )
[node name="Cooldown" type="Timer" parent="Gun" index="0"]
wait_time = 0.5
one_shot = true
[node name="Line2D" type="Line2D" parent="Gun" index="1"]
position = Vector2( -3, 0 )
points = PoolVector2Array( -5, 0, 1.25483, 0, 5, 0 )
width = 2.0
default_color = Color( 1, 0.607843, 0, 1 )
[connection signal="do_attack" from="movement_state_machine/attack" to="." method="_on_attack_do_attack"]
[connection signal="frame_reached" from="movement_state_machine/roll" to="." method="_on_roll_frame_reached"]
[connection signal="state_exited" from="movement_state_machine/roll" to="." method="_on_roll_state_exited"]
[connection signal="health_depleted" from="Health_Component" to="." method="_on_Health_Component_health_depleted"]